Here's a character I started inspired by fighting games. still working on the hair and im thinking of adding a belt of some sort and perhaps a knife strapped to her thigh.
Looking good! Pretty face and the folds on the clothing look awesome and very natural.
I have to agree on the ears though, first thing that stood out to me as being "off".
The feet/boots look a bit shapeless at the moment?, it might just be the perspective, but I think a bit of an angle and maybe some wrinkles/creases in the leather would give a more worn feel to it? They feel a bit chunky at the moment.
And I hate being the guy who starts on the breast, but these kind of clothes I'd expect them to get pushed together more and to see more tension on the fabric holding them together. At the moment they feel as if they are still in their natural pose and the cloth is just hanging off it, which also causes it to look as if they ignore gravity a bit.
But lovely looking model, looking forward to seeing more!
This is a well done model, but it seems to be lacking some sort of hook to make it as a fighting game character. She comes across as somewhat average in proportions and her clothing is isn't really making any clear statements on what or who she is.
She's like a robot idol or something- you probably don't need a back story that zany, but I think you get a good sense of her role in that game's universe. Fighting games always have over the top, larger than life characters so anything you can do to push that would be good (although I think Tekken has some rather uninspiring characters as well).
I think the skirt probably wouldn't get that wrinkled, but other than that the sculpt is looking good so far.
Beautiful model. Id add some stylish shoulders or something, to make her silhuette more interesting. Or maybe a hat or hair things or whatever. But you got skill no doubt.
This is coming together very well. Only crit for now is that I feel like you can push the folds on the shoulders more, like in the reference. Sharper, bolder shapes, and could be proportionally larger than it is.
poopsock: im currently working on those rings trying to make them look like they are actually built into the fabric instead of tacked on. hopefully it wont look that way in the texture.
i was going for something like this:
Makkon: I totally agree with you.
oh and im in zbrush. for the stitches i just make a seam and then start stroking over it with the standard brush from top to bottom pushing/pulling verts. how do you do your stitches?
oh okay, totally looked like you were mudboxin', but now i notice that red zbrush. i use the 'repeat' brush at the moment, but still haven't found a way that's as smooth and easy as zbrush's.
sorry, if i had to guess id say maaaybeee 4-5 hours??
4 or 5? O.O wow, Nice details, You dont have to be sorry for anything. I know the art takes up to few hours but I watch speed modeling / sculpting / drawing to get inspired for 3d modeling.
many people who post them on youtube, claim that they've finished their detailed drawing(s) in few minutes, so I started asking people about the time they spend finishing up the model(s).
Yikes! ...nice update ^^ would like to ask about the boots, how many pieces is it? It looks like the main shoe and the base but also is there a third separate piece at the back near the heel?
Really nice work, the costume/character is excellent and beautifully sculpted! The smile is looking great, the way the mouth morphs is particularly nice. To me her eyes have a slightly surprised expression, so maybe think about raising the checks/lowering brow at the corners. Looking forward to seeing the texture and in-game shots
Very nice, love the cloth sculpting. Only thing i can see which stands out to me is how streight the clavicle bones are. With the arms out in an 'a pose' they'd be angleing upwards to the top of the deltoid. Yours seem to be on a straight horizontal line
Tenchi: The boot is made up of five pieces. the back part is separate like you guessed and so are the laces.
Blackie: yea i agree, the smile does need work.
Ikosan: Your right, the clavicles were freakishly straight so i made sure to put them at a bit of an angle before building the game geo.
here is an update of my ao and normal bake:
I think ill start texturing her throughout next week.
C&Cs are always appreciated!
thanks for the comments and hope you guys have a good rest of the weekend!
Going well. Things that stand out to me are the boots. They are large and shapeless. I'd make them work better with the feminine forms.
and in addition to the AO map, you could try using a displacement/height map to give shapes to her clothing. Zbrush displacement maps are the cleanest and easiest to create and transfer. Just use them both sparingly and never use them greyscale..always add some colour.
Your Ear looks a little chunky?
Eyes too close together perhaps?
though AO can exaggerate these as issues.
Nice work so far though.. Cant wait to see it finished.
Replies
Perhaps the ears are a little too big .. just a little.
I have to agree on the ears though, first thing that stood out to me as being "off".
The feet/boots look a bit shapeless at the moment?, it might just be the perspective, but I think a bit of an angle and maybe some wrinkles/creases in the leather would give a more worn feel to it? They feel a bit chunky at the moment.
And I hate being the guy who starts on the breast, but these kind of clothes I'd expect them to get pushed together more and to see more tension on the fabric holding them together. At the moment they feel as if they are still in their natural pose and the cloth is just hanging off it, which also causes it to look as if they ignore gravity a bit.
But lovely looking model, looking forward to seeing more!
Maybe a good reference is Alisa from Tekken 6:
http://tekken.namco.com/characters/alisa/
She's like a robot idol or something- you probably don't need a back story that zany, but I think you get a good sense of her role in that game's universe. Fighting games always have over the top, larger than life characters so anything you can do to push that would be good (although I think Tekken has some rather uninspiring characters as well).
I think the skirt probably wouldn't get that wrinkled, but other than that the sculpt is looking good so far.
http://womenfighters.tumblr.com/ Good reference for female fighters
hey nice reference site erichWK ! saved that to my folder
I like how her outfit is like a mix between old and new fashion. Perhaps you should try to push that further?
perhaps adding a few more things to her like stuff she would carry might identify her a little better??
btw, great link Erich!
Ill post some close-ups of her lower half once i add a bit more to it.
also, you're in mudbox right? what's your process for doing the stitches, i haven't really found a way i'm happy with, compared to zbrush.
poopsock: im currently working on those rings trying to make them look like they are actually built into the fabric instead of tacked on. hopefully it wont look that way in the texture.
i was going for something like this:
Makkon: I totally agree with you.
oh and im in zbrush. for the stitches i just make a seam and then start stroking over it with the standard brush from top to bottom pushing/pulling verts. how do you do your stitches?
here's a small update on the pants:
id like to work on a few more things on this model before i move onto the game geo..
here are the shoes unsubdivided, took a few hours to model
and here is the pouch:
4 or 5? O.O wow, Nice details, You dont have to be sorry for anything. I know the art takes up to few hours but I watch speed modeling / sculpting / drawing to get inspired for 3d modeling.
many people who post them on youtube, claim that they've finished their detailed drawing(s) in few minutes, so I started asking people about the time they spend finishing up the model(s).
Really detailed and nice work sir.
Modeled her some teeth, Here's her smiling:
I am currently working on the game geo. next update i will post that + the normal bake.
Blackie: yea i agree, the smile does need work.
Ikosan: Your right, the clavicles were freakishly straight so i made sure to put them at a bit of an angle before building the game geo.
here is an update of my ao and normal bake:
I think ill start texturing her throughout next week.
C&Cs are always appreciated!
thanks for the comments and hope you guys have a good rest of the weekend!
recently took a texture test.. didnt pass
which means i just have to do more texturing.
here's after a few more hours of work:
any comments would be greatly appreciated!!
Looks real ace!
and in addition to the AO map, you could try using a displacement/height map to give shapes to her clothing. Zbrush displacement maps are the cleanest and easiest to create and transfer. Just use them both sparingly and never use them greyscale..always add some colour.
Your Ear looks a little chunky?
Eyes too close together perhaps?
though AO can exaggerate these as issues.
Nice work so far though.. Cant wait to see it finished.